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D&D Next Bestiary for Module S2: White Plume Mountain This file contains D&D Next statistical conversions for the monsters encountered in module S2, White Plume Mountain, recently re-released in Dungeons of Dread™ (a hardcover compilation of the classic S series adventure modules first published by TSR, Inc.). The monster format is identical to that used in the D&D Next monster bestiary.

Black Pudding Bugbear Large Ooze Medium Humanoid (Goblinoid) Armor Class 8 Armor Class 15 (leather, shield) Hit Points 85 (10d10 + 30) Hit Points 18 (4d8) Speed 30 ft., climb 10 ft. Speed 30 ft. Senses blindsight 60 ft. Senses 60 ft. Str 16 (+3) Dex 7 (–2) Con 16 (+3) Str 15 (+2) Dex 14 (+2) Con 10 (+0) Int 1 (–5) Wis 6 (–2) Cha 1 (–5) Int 8 (–1) Wis 11 (+0) Cha 9 (–1) Alignment unaligned Alignment neutral evil Languages — Languages Common, Goblin

TRAITS TRAITS Formless: The pudding can squeeze through gaps that are Stealthy +5: The bugbear gains a +5 bonus to all checks to at least 1 inch wide without taking any penalties to its avoid detection. speed or its attacks. ACTIONS Immunities: The pudding is immune to acid, cold, psychic, Melee Attack—Morningstar: +5 to hit (reach 5 ft.; one gaze effects, and other attack forms that rely on sight. It creature). Hit: 6 (1d8 + 2) piercing damage. cannot be blinded, charmed, frightened, or knocked prone. It does not need to sleep, eat, or breathe. Ranged Attack—Javelin: +5 to hit (range 30 ft./120 ft.; one creature). Hit: 5 (1d6 + 2) piercing damage. Spider Climb: The pudding can climb on smooth walls and upside down on horizontal surfaces. ENCOUNTER BUILDING Level 2 XP 40 ACTIONS

Melee Attack—Slam: +6 to hit (reach 5 ft.; one creature). Hit: 18 (4d8) acid damage, and the target must make a DC 11 Dexterity saving throw. Failed Save: The target’s armor (01–75 on a d%) or weapon (76–00 on a d%) is destroyed by acid if it’s made of metal and/or wood.

REACTIONS Split: When a black pudding with 10 hit points or more takes lightning or slashing damage, it splits into two puddings each with hit points equal to half of the pudding’s current hit points, rounded down. These newly formed puddings are one size category smaller than the pudding from which they formed (minimum Small size).

ENCOUNTER BUILDING Level 5 XP 430

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Crab, Great Crayfish, Giant Gargantuan Beast Large Beast Armor Class 17 Armor Class 9 Hit Points 217 (15d20 + 60) Hit Points 30 (4d10 + 8) Speed 60 ft. Speed 20 ft., swim 30 ft. Senses darkvision 60 ft. Senses darkvision 60 ft. Str 25 (+7) Dex 11 (+0) Con 18 (+4) Str 15 (+2) Dex 8 (–1) Con 15 (+2) Int 1 (–5) Wis 9 (–1) Cha 5 (–3) Int 1 (–5) Wis 7 (–2) Cha 3 (–4) Alignment unaligned Alignment unaligned Languages — Languages —

TRAITS TRAITS Aquatic: The crab can breathe underwater, and being Aquatic: The crayfish can breathe underwater, and being underwater imposes no penalty on its attack rolls or underwater imposes no penalty on its attack rolls or checks. checks.

ACTIONS Stealthy +5: The crayfish gains a +5 bonus to all checks to Multiattack: The crab makes two claw attacks. avoid detection.

ACTIONS Melee Attack—Claw: +8 to hit (reach 15 ft.; one creature). Hit: 32 (4d12 + 6) piercing damage. Multiattack: The crayfish makes two claw attacks.

ENCOUNTER BUILDING Melee Attack—Claw: +4 to hit (reach 5 ft.; one creature). Level 13 XP 7,180 Hit: 9 (2d6 + 2) piercing damage, and the target is grappled. The crayfish can grapple up to two creatures but cannot attack with a claw that’s being used to grapple something.

ENCOUNTER BUILDING Level 4 XP 200

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Efreeti Elemental, Air Large Elemental (Fire) Large Elemental (Air) Armor Class 15 Armor Class 13 Hit Points 150 (12d10 + 84); see Traits below Hit Points 45 (7d10 + 7); see Traits below Speed 40 ft., fly 60 ft. Speed 0 ft., fly 60 ft. Senses darkvision 120 ft. Senses darkvision 60 ft. Str 22 (+6) Dex 11 (+0) Con 24 (+7) Str 14 (+2) Dex 17 (+3) Con 13 (+1) Int 16 (+3) Wis 15 (+2) Cha 16 (+3) Int 6 (–2) Wis 10 (+0) Cha 10 (+0) Alignment lawful evil Alignment neutral Languages Common, Ignan Languages Auran

TRAITS TRAITS Fiery Demise: When the efreeti dies, it disappears in a Immunities: The elemental is immune to disease and flash of fire and a puff of smoke, leaving behind embers poison. It cannot be knocked prone, paralyzed, turned to and any gear it was carrying or wearing. stone, or put to sleep. It does not need to sleep, eat, or breathe. Immunities: The efreeti is immune to fire. Resistances: The elemental is resistant to lightning, Telepathy: The efreeti can communicate telepathically thunder, and nonmagical weapons. with any creature within 100 feet that speaks or understands a language. ACTIONS Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature). ACTIONS Hit: 11 (2d8 + 2) bludgeoning damage. Multiattack: The efreeti makes two scimitar attacks. Melee Attack—Whirlwind (Recharge 5–6): +4 to hit Melee Attack—Scimitar: +9 to hit (reach 10 ft.; one (reach 5 ft.; one creature). Hit: 9 (2d6 + 2) bludgeoning creature). Hit: 13 (2d6 + 6) slashing damage and 10 (3d6) damage, and the target must make a DC 12 Strength fire damage. saving throw if it is Large or smaller. Failed Save: The target is engulfed. While engulfed, the target is pulled into Smoke Form (Recharge 6): The efreeti polymorphs into a the elemental’s space and restrained, and it takes 9 (2d6 + 10-foot-diameter cloud of smoke. In this form, it cannot 2) bludgeoning damage at the start of each of the take actions and cannot be harmed, but it can pass elemental’s turns until it escapes. The target can escape through the smallest gaps. The efreeti can take an action by making a DC 11 Strength or Dexterity check as part of to end the effect. its movement. On a success, the target is no longer restrained and can complete its movement. Spellcasting: The efreeti casts one of the following spells: A creature next to the elemental can pull a creature or at will—detect magic, produce flame; 1/day—enlarge, object out of it with a DC 11 Strength check as an action. invisibility, polymorph. Once per month, it can cast wish, The elemental can engulf up to one Large creature or but never for its own gain or benefit. The efreeti uses up to four Medium or smaller creatures at a time. Intelligence as its magic ability, and the saving throw DC When the elemental moves, any creatures it has to resist its spells is 13. engulfed automatically move with it.

ENCOUNTER BUILDING ENCOUNTER BUILDING Level 10 XP 3,900 Level 5 XP 350

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Gargoyle Ghoul Medium Monstrosity Medium Undead Armor Class 13 Armor Class 12 Hit Points 30 (4d8 + 12); see Traits below Hit Points 18 (4d8); see Traits below Speed 40 ft., fly 60 ft. Speed 30 ft. Senses darkvision 60 ft. Senses darkvision 60 ft. Str 15 (+2) Dex 14 (+2) Con 16 (+3) Str 13 (+1) Dex 15 (+2) Con 10 (+0) Int 6 (–2) Wis 11 (+0) Cha 7 (–2) Int 10 (+0) Wis 10 (+0) Cha 8 (–1) Alignment lawful evil Alignment chaotic evil Languages Common, Terran Languages Common

TRAITS TRAITS Hide in Plain Sight: The can hold itself so still Immunities: The ghoul is immune to disease and poison. that it appears to be an inanimate statue. A DC 17 It cannot be charmed, frightened, or put to sleep. It does Intelligence or Wisdom check reveals that the statue is, in not need to sleep, eat, or breathe. fact, a gargoyle. Resistance: The ghoul is resistant to necrotic. Resistance: The gargoyle is resistant to nonmagical weapons except those made of adamantine. ACTIONS Multiattack: The ghoul makes one bite attack and two ACTIONS claw attacks. Multiattack: The gargoyle makes one bite attack, one claws attacks, and one gore attack. Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Hit: 4 (1d6 + 1) piercing damage, and the target must Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). make a DC 12 Constitution saving throw (elves are Hit: 6 (1d8 + 2) piercing damage. immune). Failed Save: The target is paralyzed for 1 minute but can use an action while paralyzed to make a DC 12 Melee Attack—Claws: +5 to hit (reach 5 ft.; one creature). Constitution check. If the check succeeds, the paralysis Hit: 6 (1d8 + 2) slashing damage. ends.

Melee Attack—Gore: +5 to hit (reach 5 ft.; one creature). Melee Attack—Claw: +5 to hit (reach 5 ft.; one creature). Hit: 4 (1d4 + 2) piercing damage. Hit: 3 (1d4 + 1) slashing damage, and the target must make a DC 12 Constitution saving throw (elves are ENCOUNTER BUILDING immune). Failed Save: The target is paralyzed for 1 minute Level 5 XP 330 but can use an action while paralyzed to make a DC 12 Constitution check. If the check succeeds, the paralysis ends.

ENCOUNTER BUILDING Level 3 XP 80

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Golem, Flesh Gray Ooze Medium Construct Medium Ooze Armor Class 9 Armor Class 8 Hit Points 57 (6d8 + 30); see Traits below Hit Points 30 (4d8 + 12); see Traits below Speed 30 ft. Speed 10 ft. Senses darkvision 50 ft. Senses blindsight 60 ft. Str 19 (+4) Dex 9 (–1) Con 20 (+5) Str 12 (+1) Dex 6 (–2) Con 16 (+3) Int 3 (–4) Wis 10 (+0) Cha 1 (–5) Int 1 (–5) Wis 10 (+0) Cha 3 (–4) Alignment neutral Alignment unaligned Languages understands Common Languages —

TRAITS TRAITS Berserk: While the golem is in combat, roll a d6 at the Dissolve: Any nonmagical weapon that hits the ooze start of each of the golem’s turns. If the result is 6, the becomes damaged and takes a –1 penalty to subsequent golem goes berserk until the end of the encounter. On its damage rolls. This penalty is cumulative with multiple hits. turn, a berserk golem attacks the nearest creature or If a damaged weapon’s penalty drops to –5, the weapon is some object smaller than itself if no creature is within destroyed. A damaged weapon costs half the weapon’s reach, and it deals 5 extra bludgeoning damage when it cost to repair; a destroyed weapon cannot be repaired. hits with a melee attack. Nonmagical ammunition that hits the ooze is destroyed The berserk golem’s creator can, if it is within 60 feet instantly. of the golem and can be seen and heard by the golem, calm it by speaking firmly and persuasively, which Formless: The ooze can squeeze through gaps that are at requires an action and a DC 16 Charisma check. If the least 1 inch wide. check succeeds, the golem is no longer berserk, although it may go berserk again. Immunities: The ooze charmed, frightened, or knocked prone. Immunities: The golem is immune to nonmagical weapons except those made of adamantine, as well as Resistances: The ooze is resistant to acid, cold, and fire. disease, cold, lightning, poison, and psychic damage. It cannot be charmed, paralyzed, petrified, stunned, or put Stealthy +5: The ooze gains a +5 bonus to all checks to to sleep. It does not need to sleep, eat, or breathe. avoid detection. Whenever the golem would take lightning damage, it instead regains hit points equal to half the damage dealt. ACTIONS Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature). Magic Resistance: The golem has advantage on saving Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) acid damage. throws against magical effects. REACTIONS ACTIONS Passive Threat: When a creature ends its turn next to the Multiattack: The golem makes two slam attacks. ooze and is unaware of it, the ooze makes a free slam attack against the triggering creature. Melee Attack—Slam: +6 to hit (reach 5 ft.; one creature). Hit: 13 (2d8+ 4) bludgeoning damage. ENCOUNTER BUILDING Level 4 XP 180 ENCOUNTER BUILDING Level 7 XP 1,320

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Green Slime Human Fighter, 4th-Level Medium Ooze (Hazard) Medium Humanoid (Human) Armor Class 17 (banded mail) Green slime is a dangerous, unintelligent variety of Hit Points 30 (4d10 + 8) normal algae that forms in moist subterranean Speed 30 ft. environments. Bright green, wet, and sticky, it clings to Str 16 (+3) Dex 10 (+0) Con 14 (+2) walls, floors, and ceilings in patches. This plant is a slow- Int 9 (–1) Wis 11 (+0) Cha 11 (+0) growing hazard that feeds on flesh, plant matter, and Alignment any metal. Languages Common Detect: It takes a DC 10 Wisdom check to notice the green slime under normal conditions and a DC 12 TRAITS Intelligence check to identify the hazard for what it is. Expertise Dice: The fighter has two d6s called expertise Effect on Creatures: The slime can detect the air dice. Once the fighter uses an expertise die, the die is vibrations and temperature of living creatures. When it expended until the fighter completes a short rest or a long does, a sheet of it large enough to envelop the passing rest. The fighter can also use its action to regain a single creature drops from its resting place onto the target. The expertise die, and it can spend an expertise die in the target must make a DC 12 Dexterity saving throw to avoid following ways. the sheet, making the saving throw with disadvantage if Deep Wound: When the fighter hits with an attack, it the slime was unnoticed or not considered to be a hazard. can roll one expertise die and add the result to the On a failed save, the target takes 1d6 acid damage, and attack’s damage. takes another 1d6 acid damage at the end of each of its Glancing Blow: When the fighter misses with a melee turns during which it is still in contact with the slime. attack, it can spend one expertise die and add the result A creature that steps in a patch of green slime on the to the attack roll. If the new total would be a hit, the floor receives no saving throw to avoid taking damage. target takes half damage from the attack and suffers no Effect on Objects: Against wood or metal, green slime additional effect associated with the weapon or the attack. deals 2d6 acid damage per round, dissolving about an inch Parry: As a reaction to a melee attack that hits it, the thickness of material each round. Green slime does no fighter can roll one expertise die and subtract the result harm to stone or glass. from the damage taken from the attack. The fighter must Countermeasures: Green slime can be scraped off or be wielding a melee weapon to use this ability. killed by taking 11 damage or more from weapons, cold, or fire. Dealing damage to the slime also deals half ACTIONS damage to the creature it is covering. Melee Attack—Greatsword: +5 to hit (reach 5 ft.; one ENCOUNTER BUILDING creature). Hit: 9 (1d12 + 3) slashing damage. Level 1 XP 20 ENCOUNTER BUILDING Level 4 XP 160

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Human Fighter, 10th-Level Invisible Stalker Medium Humanoid (Human) Medium Elemental (Air) Armor Class 23 (+2 plate mail, +1 shield) Armor Class 14 Hit Points 75 (10d10 + 20) Hit Points 52 (8d8 + 16) Speed 25 ft. Speed 30 ft., fly 30 ft. Str 18 (+4) Dex 11 (+0) Con 15 (+2) Senses darkvision 60 ft. Int 11 (+0) Wis 10 (+1) Cha 14 (+0) Str 18 (+4) Dex 19 (+4) Con 14 (+2) Alignment any Int 14 (+2) Wis 15 (+2) Cha 11 (+0) Languages Common Alignment neutral Languages Auran, understands Common TRAITS Expertise Dice: The fighter has four d6s called expertise TRAITS dice. Once the fighter uses an expertise die, the die is Invisibility: The invisible stalker is naturally invisible and expended until the fighter completes a short rest or a long remains so even while attacking. This invisibility cannot be rest. The fighter can also use its action to regain a single dispelled or suppressed. A true seeing spell reveals a expertise die, and it can spend an expertise die in the roiling cloud of vapor. following ways. Attack Orders: The fighter can roll one expertise die and Planar Recall: An invisible stalker can be killed only when add the result to the next attack roll of another creature it is on the Elemental Plane of Air. When performing a that the fighter can see and that can hear the fighter. task elsewhere, it automatically returns to its home plane Deep Wound: When the fighter hits with an attack, it when it takes damage sufficient to destroy it. can roll one expertise die and add the result to the attack’s damage. Tracker: When summoned to track a specific creature, the Iron Will: When the fighter makes a Wisdom saving invisible stalker always knows the direction and distance throw, it can roll one expertise die and add the result as a of its intended target provided the two are on the same bonus to its saving throw. plane. Parry: As a reaction to a melee attack that hits it, the fighter can roll one expertise die and subtract the result ACTIONS from the damage taken from the attack. The fighter must Melee Attack—Slam: +10 to hit (reach 5 ft.; one creature). be wielding a melee weapon to use this ability. Hit: 11 (2d6 + 4) bludgeoning damage.

ACTIONS ENCOUNTER BUILDING Multiattack: The fighter makes three +1 long sword Level 5 XP 460 attacks.

Melee Attack—+1 Long Sword: +7 to hit (reach 5 ft.; one creature). Hit: 18 (3d8 + 5) slashing damage.

ENCOUNTER BUILDING Level 10 XP 3,340

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Kelpie Lycanthrope: Werewolf Medium Plant Medium Humanoid (Shapechanger) Armor Class 11 Armor Class 12 Hit Points 22 (5d8) Hit Points 22 (4d8 + 4); see Traits below Speed 10 ft., swim 20 ft. Speed 30 ft. Senses blindsight 60 ft., darkvision 60 ft. Str 15 (+2) Dex 15 (+2) Con 12 (+1) Str 14 (+2) Dex 12 (+1) Con 11 (+0) Int 10 (+0) Wis 11 (+0) Cha 8 (–1) Int 9 (–1) Wis 10 (+0) Cha 13 (+1) Alignment chaotic evil Alignment neutral evil Languages Common (cannot speak in wolf form) Languages — TRAITS TRAITS Keen Senses: The werewolf gains a +5 bonus to all checks Aquatic: The kelpie can breathe underwater, and being to detect hidden creatures. underwater imposes no penalty on its attack rolls or checks. Resistance: The werewolf is resistant to nonmagical weapons except those made of silver. Hide in Plain Sight: In its natural form, the kelpie resembles a wet pile of seaweed. A DC 20 Intelligence or ACTIONS Wisdom check reveals that the seaweed is, in fact, a Melee Attack—Bite (wolf and hybrid forms only): +5 to kelpie. hit (reach 5 ft.; one creature). Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 10 Constitution Resistances: The kelpie is resistant to fire damage. saving throw. Failed Save: The target is cursed with lycanthropy. ACTIONS

Melee Attack—Snare: +5 to hit (reach 5 ft.; one creature). Melee Attack—Claws (hybrid form only): +5 to hit (reach The attack automatically hits a creature the kelpie has 5 ft.; one creature). Hit: 11 (2d6 + 4) slashing damage. charmed or grappled. Hit: The target is grappled. While grappled by the kelpie and underwater, the target loses Melee Attack—Short Sword (humanoid and hybrid forms 11 (2d10) hit points at the start of each of its turns until it only): +5 to hit (reach 5 ft.; one creature). Hit: 5 (1d6 + 2) drowns. This damage is not the result of an attack and piercing damage. does not end the kelpie’s charm effect. Change Shape: The werewolf polymorphs into a Medium Charm: The kelpie targets one humanoid creature within wolf-humanoid hybrid or a Medium wolf and can remain 60 feet that it can see. The target must make a DC 11 in this from for up to 24 hours. Wisdom saving throw. Failed Save: The target is charmed While in hybrid form, it can make bite and claw attacks for 1 hour or until it takes damage from an attack. While only. While in wolf form, it can make bite attacks only, charmed, the target does everything in its power to be and its speed becomes 40 feet. In both forms, the with the kelpie, even at the risk of drowning. werewolf gains low-light vision. The werewolf reverts to its natural form when killed. Disguise Self: The kelpie assumes the illusory form of green-skinned aquatic and can maintain this illusion ENCOUNTER BUILDING indefinitely. A DC 14 Intelligence or Wisdom check reveals Level 4 XP 150 that the creature is not what it appears to be, but not the rakshasa’s true form. A true seeing spell reveals the kelpie's natural form. The kelpie can dispel the illusion at any time (no action required). The effect also ends when the kelpie is killed.

ENCOUNTER BUILDING Level 3 XP 110

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Manticore Ogre Large Monstrosity Large Giant Armor Class 12 Armor Class 11 (hide) Hit Points 51 (6d10 + 18) Hit Points 32 (5d10 + 5) Speed 30 ft., fly 50 ft. Speed 40 ft. Senses darkvision 60 ft. Senses darkvision 60 ft. Str 17 (+3) Dex 15 (+2) Con 17 (+3) Str 18 (+4) Dex 8 (–1) Con 13 (+1) Int 5 (–3) Wis 12 (+1) Cha 9 (–1) Int 5 (–3) Wis 7 (–2) Cha 7 (–2) Alignment lawful evil Alignment chaotic evil Languages Common Languages Common, Giant

ACTIONS Multiattack: The manticore makes two claw attacks and ACTIONS one bite attack, or three tail spike attacks. The targets of Melee Attack—Greatclub: +6 to hit (reach 5 ft.; one these tail spike attacks must be within 30 feet of each creature). Hit: 13 (2d8 + 4) bludgeoning damage. other. Ranged Attack—Javelin: +1 to hit (range 30 ft./120 ft.; Melee Attack—Claw: +5 to hit (reach 5 ft.; one creature). one creature). Hit: 11 (2d6 + 4) piercing damage. Hit: 5 (1d4 + 3) slashing damage. ENCOUNTER BUILDING Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Level 4 XP 140 Hit: 6 (1d6 + 3) piercing damage.

Ranged Attack—Tail Spike: +5 to hit (range 100 ft./200 ft.; one creature). Hit: 6 (1d8 + 2) piercing damage. Special: The manticore has 24 tail spikes. It regrows tail spikes at the rate of one per hour.

ENCOUNTER BUILDING Level 5 XP 340

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Ogre Mage Scorpion, Giant Large Giant Large Beast Armor Class 13 (studded leather) Armor Class 15 Hit Points 45 (6d10 + 12) Hit Points 32 (5d10 + 5) Speed 40 ft. Speed 50 ft. Senses darkvision 60 ft. Senses darkvision 60 ft. Str 18 (+4) Dex 8 (–1) Con 14 (+2) Str 15 (+2) Dex 13 (+1) Con 12 (+1) Int 12 (+1) Wis 9 (–1) Cha 9 (–1) Int 1 (–5) Wis 9 (–1) Cha 3 (–4) Alignment lawful evil Alignment unaligned Languages Common, Giant Languages —

ACTIONS ACTIONS Melee Attack—Halberd: +7 to hit (reach 10 ft.; one Multiattack: The scorpion makes two claw attacks and creature). Hit: 15 (2d10 + 4) slashing damage. one sting attack.

Gaseous Form (1/day): The ogre mage polymorphs into a Melee Attack—Claw: +6 to hit (reach 10 ft.; one creature). 10-foot-diameter cloud of green gas. In this form, it Hit: 7 (1d10 + 2) slashing damage. cannot take actions and cannot be harmed, but it can pass through the smallest gaps. It can end the effect at will and Melee Attack—Sting: +8 to hit (reach 5 ft.; one creature). can remain in the form for up to 1 minute. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw. Failed Save: 16 Spellcasting: The ogre mage casts one of the following (3d10) poison damage. Successful Save: Half damage. spells: at will—darkness, fly, invisibility, polymorph self (Medium or Large humanoid form only); 1/day—charm ENCOUNTER BUILDING person, cone of cold, sleep. The ogre mage uses Level 5 XP 350 Intelligence as its magic ability, and the saving throw DC to resist its spells is 11.

ENCOUNTER BUILDING Level 5 XP 350

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Sea Lion Shadow Large Monstrosity Medium Undead Armor Class 12 Armor Class 12 Hit Points 45 (6d10 + 12) Hit Points 16 (3d8 + 3) Speed 10 ft., swim 50 ft. Speed 40 ft. Senses darkvision 60 ft. Senses darkvision 60 ft. Str 18 (+4) Dex 11 (+1) Con 15 (+2) Str 1 (–5) Dex 14 (+2) Con 12 (+1) Int 3 (–4) Wis 10 (+0) Cha 9 (–1) Int 6 (–2) Wis 10 (+0) Cha 8 (–1) Alignment unaligned Alignment chaotic evil Languages — Languages —

TRAITS TRAITS Aquatic: The sea lion can breathe underwater, and being Hide in Shadows: The shadow can attempt to hide in dim underwater imposes no penalty on its attack rolls or light and has advantage on the Dexterity check to do so. checks. Immunities: The shadow is immune to disease, necrotic, Keen Senses: The sea lion gains a +5 bonus to all checks to petrification, and poison. It can’t be frightened, paralyzed, detect hidden creatures. or put to sleep. It does not need to sleep, eat, or breathe.

ACTIONS Incorporeal: When a shadow takes damage that is not Multiattack: The sea lion makes one bite attack and one force damage or radiant damage, or from an ethereal claws attack. source, halve the damage.

Melee Attack—Bite: +7 to hit (reach 5 ft.; one creature). Light Sensitivity: While in sunlight, the shadow has Hit: 8 (1d8 + 4) piercing damage. disadvantage on attack rolls.

Melee Attack—Claws: +7 to hit (reach 5 ft.; one creature). ACTIONS Hit: 11 (2d6 + 4) piercing damage. Melee Attack—Touch: +5 to hit (reach 5 ft.; one creature). Hit: 6 (1d8 + 2) necrotic damage, and the target must ENCOUNTER BUILDING make a DC 10 Constitution saving throw. Failed Save: The Level 5 XP 330 target's hit point maximum is reduced by an amount equal to the damage dealt. The reduction lasts until the target benefits from a long rest or receives a lesser restoration spell. A creature whose hit point maximum is reduced to 0 by this attack dies, and a new shadow rises from the corpse 1d4 hours later.

ENCOUNTER BUILDING Level 3 XP 110

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Sphinx, Gyno- Large Monstrosity Armor Class 15 Hit Points 60 (8d10 + 16) Speed 40 ft., fly 90 ft. Senses darkvision 120 ft. Str 17 (+3) Dex 15 (+2) Con 15 (+2) Int 18 (+4) Wis 16 (+3) Cha 18 (+4) Alignment neutral Languages Common, Sphinx, plus three others

ACTIONS Multiattack: The gynosphinx makes two claw attacks.

Melee Attack—Claw: +8 to hit (reach 5 ft.; one creature). Hit: 12 (2d8 + 3) slashing damage.

Spellcasting: The gynosphinx casts one of the following spells: At will—detect magic, mage hand, ray of frost; 1/day—comprehend languages, detect invisibility, dispel magic, legend lore, lesser restoration, read magic. The gynosphinx uses Intelligence as its magic ability score; the saving throw DC to resist its spells is 14.

ENCOUNTER BUILDING Level 6 XP 780

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Vampire reduced to 0 by this attack dies. A living creature that is killed by the vampire’s bite rises as a vampire under the Medium Undead Armor Class 16 original vampire’s control on the next night after burial or Hit Points 68 (8d8 + 32); vulnerable to radiant interment in a tomb. Immunities charmed, necrotic, and poison Speed 30 ft., climb 20 ft. Melee Attack—Claw: +6 to hit (reach 5 ft.; one creature). Hit: 7 (1d6 + 4) slashing damage. Senses darkvision 60 ft.

Str 18 (+4) Dex 14 (+2) Con 18 (+4) Domination: The vampire chooses one living humanoid it Int 15 (+2) Wis 15 (+2) Cha 16 (+3) Alignment chaotic evil can see within 10 feet of it. The target must make a DC 13 Languages Common Wisdom saving throw. Failed Save: The target is charmed for 1 day or until the vampire or one of its allies harms it. TRAITS While the target is charmed, the vampire can decide the Immunities: The vampire is immune to disease, necrotic, target’s action and how it moves. On target’s next turn, it poison, and nonmagical weapons (except those made of does as the vampire commands. A creature charmed by a cold-forged iron). It cannot be charmed, paralyzed, or put vampire in this way receives the commands even if the to sleep. It does not need to breathe vampire cannot see it. The charmed creature cannot take reactions. Mist Form: If the vampire is reduced to 0 hit points or The vampire can have only one creature charmed at a fewer while not in its coffin, it polymorphs into a cloud of time. If the charmed creature takes any damage, it can mist. While in mist form, the vampire does not regenerate, make a DC 13 Wisdom saving throw to end the effect. cannot take actions, and cannot be damaged (but is A creature charmed by this effect remembers being destroyed instantly by natural sunlight or a turn undead charmed. A creature that succeeds on its saving throw effect). It gains a fly speed of 20 feet and can squeeze against this effect is immune to this vampire’s domination through tiny cracks and openings. If a vampire in mist effect for 24 hours. form starts its turn in its coffin, it returns to its normal ENCOUNTER BUILDING form with 1 hit point. Level 7 XP 1,530

Regeneration: At the start of its turn, the vampire regains 1d10 hit points. If it takes radiant damage, the vampire’s regeneration does not function on its next turn.

Spider Climb: The vampire can climb on smooth walls and upside down on horizontal surfaces.

Vulnerability: The vampire is vulnerable to radiant damage and takes 10 radiant damage each time it starts its turn in direct sunlight. ACTIONS Multiattack: The vampire makes two claw attacks. If both claw attacks hit the same target, the vampire can make the following attack against the target. Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature hit by both of the vampire’s claw attacks). Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) necrotic damage, the target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt by this attack, and the vampire regains hit points equal to the amount of necrotic damage dealt. The reduction to the target’s maximum hit points lasts for 24 hours. A creature whose hit point maximum is

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Customization Options Wight Some vampires have one or more of the following traits. Medium Undead Armor Class 14 (studded leather) Daylight Rest: The vampire is unconscious during daylight Hit Points 27 (6d8); see Traits below hours. Speed 30 ft. Senses darkvision 60 ft. Destroyed by Running Water: The vampire takes 25 acid Str 15 (+2) Dex 12 (+1) Con 10 (+0) damage whenever it enters an area of running water or Int 10 (+0) Wis 7 (–2) Cha 15 (+2) starts its turn there. Alignment neutral evil Languages Common Stake to the Heart: A critical hit from a wooden weapon that deals piercing damage destroys the vampire. If the TRAITS vampire is unconscious, any hit from such a weapon Immunities: The wight is immune to disease, necrotic, destroys it. and poison. It cannot be put to sleep and does not need to sleep, eat, or breathe. Some vampires have one or more of the following action options. Resistance: The wight is resistant to nonmagical weapons.

Change Shape: The vampire polymorphs into a Tiny bat ACTIONS and can remain in this from for up to 24 hours. While in Multiattack: The wight makes two long sword attacks or bat form, it cannot make attacks and has a normal speed two longbow attacks. of 5 feet and a fly speed of 40 feet. Reverting to its true form requires an action. Melee Attack—Energy Drain: +5 to hit (reach 5 ft.; one creature). Hit: 6 (1d8 + 2) necrotic damage, and the Summon Allies (1/day): The vampire summons 2d10 cave target’s hit point maximum is reduced by 5. This reduction rats or 2d6 wolves, which appear within 30 feet of the lasts until the end of the target’s next long rest. A vampire at the end of its turn. creature slain by this attack rises 24 hours later as a zombie under the wight’s command. A remove curse spell restores the target’s hit point maximum to its full amount.

Melee Attack—Long Sword: +5 to hit (reach 5 ft.; one creature). Hit: 6 (1d8 + 2) slashing damage.

Ranged Attack—Longbow: +4 to hit (range 150 ft./600 ft.; one creature). Hit: 5 (1d8 + 1) piercing damage.

ENCOUNTER BUILDING Level 3 XP 130

D&D Next Playtest ©2012 Wizards 14